private void SetupLookAtScene() { var intermediateNode = SCNNode.Create(); intermediateNode.Scale = new SCNVector3(0.5f, 0.5f, 0.5f); intermediateNode.Position = new SCNVector3(0, 0, 10); ContentNode.AddChildNode(intermediateNode); var ballMaterial = SCNMaterial.Create(); ballMaterial.Diffuse.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes/pool/pool_8", "png")); ballMaterial.Specular.Contents = NSColor.White; ballMaterial.Shininess = 0.9f; // shinny ballMaterial.Reflective.Contents = new NSImage(NSBundle.MainBundle.PathForResource("SharedTextures/color_envmap", "png")); ballMaterial.Reflective.Intensity = 0.5f; // Node hierarchy for the ball : // _ballNode // |__ cameraTarget : the target for the "look at" constraint // |__ ballRotationNode : will rotate to animate the rolling ball // |__ ballPivotNode : will own the geometry and will be rotated so that the "8" faces the camera at the beginning BallNode = SCNNode.Create(); BallNode.Rotation = new SCNVector4(0, 1, 0, (float)(Math.PI / 4)); intermediateNode.AddChildNode(BallNode); var cameraTarget = SCNNode.Create(); cameraTarget.Name = "cameraTarget"; cameraTarget.Position = new SCNVector3(0, 6, 0); BallNode.AddChildNode(cameraTarget); var ballRotationNode = SCNNode.Create(); ballRotationNode.Position = new SCNVector3(0, 4, 0); BallNode.AddChildNode(ballRotationNode); var ballPivotNode = SCNNode.Create(); ballPivotNode.Geometry = SCNSphere.Create(4.0f); ballPivotNode.Geometry.FirstMaterial = ballMaterial; ballPivotNode.Rotation = new SCNVector4(0, 1, 0, (float)(Math.PI / 2)); ballRotationNode.AddChildNode(ballPivotNode); var arrowMaterial = SCNMaterial.Create(); arrowMaterial.Diffuse.Contents = NSColor.White; arrowMaterial.Reflective.Contents = new NSImage(NSBundle.MainBundle.PathForResource("SharedTextures/chrome", "jpg")); var arrowContainer = SCNNode.Create(); arrowContainer.Name = "arrowContainer"; intermediateNode.AddChildNode(arrowContainer); var arrowPath = Utils.SCArrowBezierPath(new CGSize(6, 2), new CGSize(3, 5), 0.5f, false); // Create the arrows for (var i = 0; i < 11; i++) { var arrowNode = SCNNode.Create(); arrowNode.Position = new SCNVector3((float)Math.Cos(Math.PI * i / 10.0f) * 20.0f, 3 + 18.5f * (float)Math.Sin(Math.PI * i / 10.0f), 0); var arrowGeometry = SCNShape.Create(arrowPath, 1); arrowGeometry.ChamferRadius = 0.2f; var arrowSubNode = SCNNode.Create(); arrowSubNode.Geometry = arrowGeometry; arrowSubNode.Geometry.FirstMaterial = arrowMaterial; arrowSubNode.Pivot = SCNMatrix4.CreateTranslation(new SCNVector3(0, 2.5f, 0)); // place the pivot (center of rotation) at the middle of the arrow arrowSubNode.Rotation = new SCNVector4(0, 0, 1, (float)(Math.PI / 2)); arrowNode.AddChildNode(arrowSubNode); arrowContainer.AddChildNode(arrowNode); } }
public override void PresentStep(int index, PresentationViewController presentationViewController) { SCNTransaction.Begin(); switch (index) { case 1: TextManager.FlipOutText(SlideTextManager.TextType.Code); TextManager.FlipOutText(SlideTextManager.TextType.Subtitle); TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.SetSubtitle("Entry points"); var textNode = Utils.SCLabelNode("Geometry", Utils.LabelSize.Normal, false); textNode.Position = new SCNVector3(-13.5f, 9, 0); ContentNode.AddChildNode(textNode); textNode = Utils.SCLabelNode("Surface", Utils.LabelSize.Normal, false); textNode.Position = new SCNVector3(-5.3f, 9, 0); ContentNode.AddChildNode(textNode); textNode = Utils.SCLabelNode("Lighting", Utils.LabelSize.Normal, false); textNode.Position = new SCNVector3(2, 9, 0); ContentNode.AddChildNode(textNode); textNode = Utils.SCLabelNode("Fragment", Utils.LabelSize.Normal, false); textNode.Position = new SCNVector3(9.5f, 9, 0); ContentNode.AddChildNode(textNode); TextManager.FlipInText(SlideTextManager.TextType.Subtitle); //add spheres var sphere = SCNSphere.Create(3); sphere.FirstMaterial.Diffuse.Contents = NSColor.Red; sphere.FirstMaterial.Specular.Contents = NSColor.White; sphere.FirstMaterial.Specular.Intensity = 1.0f; sphere.FirstMaterial.Shininess = 0.1f; sphere.FirstMaterial.Reflective.Contents = new NSImage(NSBundle.MainBundle.PathForResource("SharedTextures/envmap", "jpg")); sphere.FirstMaterial.FresnelExponent = 2; //GEOMETRY var node = SCNNode.Create(); node.Geometry = (SCNGeometry)sphere.Copy(); node.Position = new SCNVector3(-12, 3, 0); node.Geometry.ShaderModifiers = new SCNShaderModifiers { EntryPointGeometry = "// Waves Modifier\n" + "uniform float Amplitude = 0.2;\n" + "uniform float Frequency = 5.0;\n" + "vec2 nrm = _geometry.position.xz;\n" + "float len = length(nrm)+0.0001; // for robustness\n" + "nrm /= len;\n" + "float a = len + Amplitude*sin(Frequency * _geometry.position.y + u_time * 10.0);\n" + "_geometry.position.xz = nrm * a;\n" }; GroundNode.AddChildNode(node); // SURFACE node = SCNNode.Create(); node.Geometry = (SCNGeometry)sphere.Copy(); node.Position = new SCNVector3(-4, 3, 0); var surfaceModifier = File.ReadAllText(NSBundle.MainBundle.PathForResource("Shaders/sm_surf", "shader")); node.Rotation = new SCNVector4(1, 0, 0, -NMath.PI / 4); node.Geometry.FirstMaterial = (SCNMaterial)node.Geometry.FirstMaterial.Copy(); node.Geometry.FirstMaterial.LightingModelName = SCNLightingModel.Lambert; node.Geometry.ShaderModifiers = new SCNShaderModifiers { EntryPointSurface = surfaceModifier }; GroundNode.AddChildNode(node); // LIGHTING node = SCNNode.Create(); node.Geometry = (SCNGeometry)sphere.Copy(); node.Position = new SCNVector3(4, 3, 0); var lightingModifier = File.ReadAllText(NSBundle.MainBundle.PathForResource("Shaders/sm_light", "shader")); node.Geometry.ShaderModifiers = new SCNShaderModifiers { EntryPointLightingModel = lightingModifier }; GroundNode.AddChildNode(node); // FRAGMENT node = SCNNode.Create(); node.Geometry = (SCNGeometry)sphere.Copy(); node.Position = new SCNVector3(12, 3, 0); node.Geometry.FirstMaterial = (SCNMaterial)node.Geometry.FirstMaterial.Copy(); node.Geometry.FirstMaterial.Diffuse.Contents = NSColor.Green; var fragmentModifier = File.ReadAllText(NSBundle.MainBundle.PathForResource("Shaders/sm_frag", "shader")); node.Geometry.ShaderModifiers = new SCNShaderModifiers { EntryPointFragment = fragmentModifier }; GroundNode.AddChildNode(node); //redraw forever ((SCNView)presentationViewController.View).Playing = true; ((SCNView)presentationViewController.View).Loops = true; break; } SCNTransaction.Commit(); }
public override void SetupSlide(PresentationViewController presentationViewController) { // Set the slide's title and add some code TextManager.SetTitle("Materials"); TextManager.AddBulletAtLevel("Diffuse", 0); TextManager.AddBulletAtLevel("Ambient", 0); TextManager.AddBulletAtLevel("Specular", 0); TextManager.AddBulletAtLevel("Normal", 0); TextManager.AddBulletAtLevel("Reflective", 0); TextManager.AddBulletAtLevel("Emission", 0); TextManager.AddBulletAtLevel("Transparent", 0); TextManager.AddBulletAtLevel("Multiply", 0); // Create a node for Earth and another node to display clouds // Use the 'pivot' property to tilt Earth because we don't want to see the north pole. EarthNode = SCNNode.Create(); EarthNode.Pivot = SCNMatrix4.CreateFromAxisAngle(new SCNVector3(1, 0, 0), (float)(Math.PI * 0.1f)); EarthNode.Position = new SCNVector3(6, 7.2f, -2); EarthNode.Geometry = SCNSphere.Create(7.2f); CloudsNode = SCNNode.Create(); CloudsNode.Geometry = SCNSphere.Create(7.9f); GroundNode.AddChildNode(EarthNode); EarthNode.AddChildNode(CloudsNode); // Initially hide everything EarthNode.Opacity = 1.0f; CloudsNode.Opacity = 0.5f; EarthNode.Geometry.FirstMaterial.Ambient.Intensity = 1; EarthNode.Geometry.FirstMaterial.Normal.Intensity = 1; EarthNode.Geometry.FirstMaterial.Reflective.Intensity = 0.2f; EarthNode.Geometry.FirstMaterial.Reflective.Contents = NSColor.White; EarthNode.Geometry.FirstMaterial.FresnelExponent = 3; EarthNode.Geometry.FirstMaterial.Emission.Intensity = 1; EarthNode.Geometry.FirstMaterial.Diffuse.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes.scnassets/earth/earth-diffuse", "jpg")); EarthNode.Geometry.FirstMaterial.Shininess = 0.1f; EarthNode.Geometry.FirstMaterial.Specular.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes.scnassets/earth/earth-specular", "jpg")); EarthNode.Geometry.FirstMaterial.Specular.Intensity = 0.8f; EarthNode.Geometry.FirstMaterial.Normal.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes.scnassets/earth/earth-bump", "png")); EarthNode.Geometry.FirstMaterial.Normal.Intensity = 1.3f; EarthNode.Geometry.FirstMaterial.Emission.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes.scnassets/earth/earth-emissive", "jpg")); //EarthNode.Geometry.FirstMaterial.Reflective.Intensity = 1.0f; // This effect can also be achieved with an image with some transparency set as the contents of the 'diffuse' property CloudsNode.Geometry.FirstMaterial.Transparent.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes.scnassets/earth/cloudsTransparency", "png")); CloudsNode.Geometry.FirstMaterial.TransparencyMode = SCNTransparencyMode.RgbZero; // Use a shader modifier to display an environment map independently of the lighting model used /*EarthNode.Geometry.ShaderModifiers = new SCNShaderModifiers { * EntryCGPointragment = " _output.color.rgb -= _surface.reflective.rgb * _lightingContribution.diffuse;" + "_output.color.rgb += _surface.reflective.rgb;" + };*/ // Add animations var rotationAnimation = CABasicAnimation.FromKeyPath("rotation"); rotationAnimation.Duration = 40.0f; rotationAnimation.RepeatCount = float.MaxValue; rotationAnimation.To = NSValue.FromVector(new SCNVector4(0, 1, 0, (float)(Math.PI * 2))); EarthNode.AddAnimation(rotationAnimation, new NSString("earthNodeAnimation")); rotationAnimation.Duration = 100.0f; CloudsNode.AddAnimation(rotationAnimation, new NSString("cloudsNodeAnimation")); //animate light var lightHandleNode = SCNNode.Create(); var lightNode = SCNNode.Create(); lightNode.Light = SCNLight.Create(); lightNode.Light.LightType = SCNLightType.Directional; lightNode.Light.CastsShadow = true; lightHandleNode.RunAction(SCNAction.RepeatActionForever(SCNAction.RotateBy(0, -NMath.PI * 2, 0, 12))); lightHandleNode.AddChildNode(lightNode); EarthNode.AddChildNode(lightHandleNode); }
public override void PresentStep(int index, PresentationViewController presentationViewController) { Step = index; switch (index) { case 0: break; case 1: TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.SetSubtitle("SCNPhysicsBody"); TextManager.FlipInText(SlideTextManager.TextType.Subtitle); TextManager.AddBulletAtLevel("Dynamic Bodies", 0); // Add some code TextManager.AddCode("#// Make a node dynamic\n" + "aNode.#physicsBody# = [SCNPhysicsBody #dynamicBody#];#"); TextManager.FlipInText(SlideTextManager.TextType.Bullet); TextManager.FlipInText(SlideTextManager.TextType.Code); break; case 2: //add a cube var worldPos = GroundNode.ConvertPositionToNode(new SCNVector3(0, 12, 2), null); var dice = CreateBlock(worldPos, new SCNVector3(1.5f, 1.5f, 1.5f)); dice.PhysicsBody = null; //wait! dice.Rotation = new SCNVector4(0, 0, 1, (float)(Math.PI / 4) * 0.5f); dice.Scale = new SCNVector3(0.001f, 0.001f, 0.001f); ((SCNView)presentationViewController.View).Scene.RootNode.AddChildNode(dice); SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 0.75f; dice.Scale = new SCNVector3(2, 2, 2); SCNTransaction.Commit(); Dices.Add(dice); break; case 3: foreach (var node in Dices) { node.PhysicsBody = SCNPhysicsBody.CreateDynamicBody(); } break; case 4: PresentDices(presentationViewController); break; case 5: TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.FlipOutText(SlideTextManager.TextType.Code); TextManager.AddBulletAtLevel("Manipulate with forces", 0); // Add some code TextManager.AddCode("#// Apply an impulse\n" + "[aNode.physicsBody #applyForce:#aVector3 #atPosition:#aVector3 #impulse:#YES];#"); TextManager.FlipInText(SlideTextManager.TextType.Bullet); TextManager.FlipInText(SlideTextManager.TextType.Code); break; case 6: // remove dices var center = new SCNVector3(0, -5, 20); center = GroundNode.ConvertPositionToNode(center, null); Explosion(center, Dices); var popTime = new DispatchTime(DispatchTime.Now, (long)(1 * Utils.NSEC_PER_SEC)); DispatchQueue.MainQueue.DispatchAfter(popTime, () => { TextManager.FlipOutText(SlideTextManager.TextType.Code); TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Static Bodies", 0); TextManager.AddCode("#// Make a node static\n" + "aNode.#physicsBody# = [SCNPhysicsBody #staticBody#];#"); TextManager.FlipInText(SlideTextManager.TextType.Bullet); TextManager.FlipInText(SlideTextManager.TextType.Code); }); break; case 7: PresentWalls(presentationViewController); break; case 8: PresentBalls(presentationViewController); break; case 9: //remove walls var walls = new List <SCNNode> (); GroundNode.EnumerateChildNodes(delegate(SCNNode node, out bool stop) { stop = false; if (node.Name == "container-wall") { node.RunAction(SCNAction.Sequence(new SCNAction [] { SCNAction.MoveBy(new SCNVector3(0, -2, 0), 0.5), SCNAction.RemoveFromParentNode() })); walls.Add(node); } return(stop); }); break; case 10: // remove balls center = new SCNVector3(0, -5, 5); center = GroundNode.ConvertPositionToNode(center, null); Explosion(center, Balls); popTime = new DispatchTime(DispatchTime.Now, (long)(0.5 * Utils.NSEC_PER_SEC)); DispatchQueue.MainQueue.DispatchAfter(popTime, () => { TextManager.FlipOutText(SlideTextManager.TextType.Code); TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Kinematic Bodies", 0); TextManager.AddCode("#// Make a node kinematic\n" + "aNode.#physicsBody# = [SCNPhysicsBody #kinematicBody#];#"); TextManager.FlipInText(SlideTextManager.TextType.Bullet); TextManager.FlipInText(SlideTextManager.TextType.Code); }); break; case 11: var boxNode = SCNNode.Create(); boxNode.Geometry = SCNBox.Create(10, 0.2f, 10, 0); boxNode.Position = new SCNVector3(0, 5, MIDDLE_Z); boxNode.Geometry.FirstMaterial.Emission.Contents = NSColor.DarkGray; boxNode.PhysicsBody = SCNPhysicsBody.CreateKinematicBody(); boxNode.RunAction(SCNAction.RepeatActionForever(SCNAction.RotateBy(0, 0, NMath.PI * 2, 2.0))); GroundNode.AddChildNode(boxNode); KinematicItems.Add(boxNode); var invisibleWall = SCNNode.Create(); invisibleWall.Geometry = SCNBox.Create(4, 40, 10, 0); invisibleWall.Position = new SCNVector3(-7, 0, MIDDLE_Z); invisibleWall.Geometry.FirstMaterial.Transparency = 0; invisibleWall.PhysicsBody = SCNPhysicsBody.CreateStaticBody(); GroundNode.AddChildNode(invisibleWall); KinematicItems.Add(invisibleWall); invisibleWall = (SCNNode)invisibleWall.Copy(); invisibleWall.Position = new SCNVector3(7, 0, MIDDLE_Z); GroundNode.AddChildNode(invisibleWall); KinematicItems.Add(invisibleWall); invisibleWall = (SCNNode)invisibleWall.Copy(); invisibleWall.Geometry = SCNBox.Create(10, 40, 4, 0); invisibleWall.Geometry.FirstMaterial.Transparency = 0; invisibleWall.Position = new SCNVector3(0, 0, MIDDLE_Z - 7); invisibleWall.PhysicsBody = SCNPhysicsBody.CreateStaticBody(); GroundNode.AddChildNode(invisibleWall); KinematicItems.Add(invisibleWall); invisibleWall = (SCNNode)invisibleWall.Copy(); invisibleWall.Position = new SCNVector3(0, 0, MIDDLE_Z + 7); GroundNode.AddChildNode(invisibleWall); KinematicItems.Add(invisibleWall); for (int i = 0; i < 100; i++) { var ball = SCNNode.Create(); worldPos = boxNode.ConvertPositionToNode(new SCNVector3(RandFloat(-4, 4), RandFloat(10, 30), RandFloat(-1, 4)), null); ball.Position = worldPos; ball.Geometry = SCNSphere.Create(0.5f); ball.Geometry.FirstMaterial.Diffuse.Contents = NSColor.Cyan; ball.PhysicsBody = SCNPhysicsBody.CreateDynamicBody(); ((SCNView)presentationViewController.View).Scene.RootNode.AddChildNode(ball); KinematicItems.Add(ball); } break; case 12: TextManager.FlipOutText(SlideTextManager.TextType.Code); TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.FlipOutText(SlideTextManager.TextType.Subtitle); TextManager.SetSubtitle("SCNPhysicsShape"); TextManager.AddCode("#// Configure the physics shape\n\n" + "aNode.physicsBody.#physicsShape# = \n\t[#SCNPhysicsShape# shapeWithGeometry:aGeometry options:options];#"); TextManager.FlipInText(SlideTextManager.TextType.Bullet); TextManager.FlipInText(SlideTextManager.TextType.Code); KinematicItems[0].RunAction(SCNAction.Sequence(new SCNAction[] { SCNAction.FadeOut(0.5), SCNAction.RemoveFromParentNode() })); for (int i = 1; i < 5; i++) { KinematicItems[i].RemoveFromParentNode(); } KinematicItems = null; break; case 13: //add meshes PresentMeshes(presentationViewController); break; case 14: // remove meshes center = new SCNVector3(0, -5, 20); center = GroundNode.ConvertPositionToNode(center, null); Explosion(center, Meshes); break; case 15: // add shapes PresentPrimitives(presentationViewController); break; case 16: // remove shapes center = new SCNVector3(0, -5, 20); center = GroundNode.ConvertPositionToNode(center, null); Explosion(center, Shapes); popTime = new DispatchTime(DispatchTime.Now, (long)(0.5 * Utils.NSEC_PER_SEC)); DispatchQueue.MainQueue.DispatchAfter(popTime, () => { TextManager.FlipOutText(SlideTextManager.TextType.Code); TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.FlipOutText(SlideTextManager.TextType.Subtitle); TextManager.SetSubtitle("SCNPhysicsBehavior"); TextManager.AddCode("#// setup a physics behavior\n\n" + "#SCNPhysicsHingeJoint# *joint = [SCNPhysicsHingeJoint\n\n" + "jointWithBodyA:#nodeA.physicsBody# axisA:[...] anchorA:[...]\n\n" + "bodyB:#nodeB.physicsBody# axisB:[...] anchorB:[...]];\n\n\n" + "[scene.#physicsWorld# addBehavior:joint];#"); TextManager.FlipInText(SlideTextManager.TextType.Bullet); TextManager.FlipInText(SlideTextManager.TextType.Subtitle); TextManager.FlipInText(SlideTextManager.TextType.Code); }); break; case 17: //add meshes PresentHinge(presentationViewController); break; case 18: //remove constraints ((SCNView)presentationViewController.View).Scene.PhysicsWorld.RemoveAllBehaviors(); foreach (var node in Hinges) { node.RunAction(SCNAction.Sequence(new SCNAction[] { SCNAction.Wait(3.0), SCNAction.FadeOut(0.5), SCNAction.RemoveFromParentNode() })); } break; case 19: TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.FlipOutText(SlideTextManager.TextType.Subtitle); TextManager.FlipOutText(SlideTextManager.TextType.Code); TextManager.SetSubtitle("More..."); TextManager.FlipInText(SlideTextManager.TextType.Subtitle); TextManager.AddBulletAtLevel("SCNPhysicsField", 0); TextManager.AddBulletAtLevel("SCNPhysicsVehicle", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); TextManager.FlipInText(SlideTextManager.TextType.Code); break; } }
// Create a carousel of 3D primitives private void PresentPrimitives() { // Create the carousel node. It will host all the primitives as child nodes. CarouselNode = SCNNode.Create(); CarouselNode.Position = new SCNVector3(0, 0.1f, -5); CarouselNode.Scale = new SCNVector3(0, 0, 0); // start infinitely small ContentNode.AddChildNode(CarouselNode); // Animate the scale to achieve a "grow" effect SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 1; CarouselNode.Scale = new SCNVector3(1, 1, 1); SCNTransaction.Commit(); // Rotate the carousel forever var rotationAnimation = CABasicAnimation.FromKeyPath("rotation"); rotationAnimation.Duration = 40.0f; rotationAnimation.RepeatCount = float.MaxValue; rotationAnimation.To = NSValue.FromVector(new SCNVector4(0, 1, 0, NMath.PI * 2)); CarouselNode.AddAnimation(rotationAnimation, new NSString("rotationAnimation")); // A material shared by all the primitives var sharedMaterial = SCNMaterial.Create(); sharedMaterial.Reflective.Contents = new NSImage(NSBundle.MainBundle.PathForResource("SharedTextures/envmap", "jpg")); sharedMaterial.Reflective.Intensity = 0.2f; sharedMaterial.DoubleSided = true; PrimitiveIndex = 0; // SCNBox var box = SCNBox.Create(5.0f, 5.0f, 5.0f, 5.0f * 0.05f); box.WidthSegmentCount = 4; box.HeightSegmentCount = 4; box.LengthSegmentCount = 4; box.ChamferSegmentCount = 4; AddPrimitive(box, 5.0f / 2, rotationAnimation, sharedMaterial); // SCNPyramid var pyramid = SCNPyramid.Create(5.0f * 0.8f, 5.0f, 5.0f * 0.8f); pyramid.WidthSegmentCount = 4; pyramid.HeightSegmentCount = 10; pyramid.LengthSegmentCount = 4; AddPrimitive(pyramid, 0, rotationAnimation, sharedMaterial); // SCNCone var cone = SCNCone.Create(0, 5.0f / 2, 5.0f); cone.RadialSegmentCount = 20; cone.HeightSegmentCount = 4; AddPrimitive(cone, 5.0f / 2, rotationAnimation, sharedMaterial); // SCNTube var tube = SCNTube.Create(5.0f * 0.25f, 5.0f * 0.5f, 5.0f); tube.HeightSegmentCount = 5; tube.RadialSegmentCount = 40; AddPrimitive(tube, 5.0f / 2, rotationAnimation, sharedMaterial); // SCNCapsule var capsule = SCNCapsule.Create(5.0f * 0.4f, 5.0f * 1.4f); capsule.HeightSegmentCount = 5; capsule.RadialSegmentCount = 20; AddPrimitive(capsule, 5.0f * 0.7f, rotationAnimation, sharedMaterial); // SCNCylinder var cylinder = SCNCylinder.Create(5.0f * 0.5f, 5.0f); cylinder.HeightSegmentCount = 5; cylinder.RadialSegmentCount = 40; AddPrimitive(cylinder, 5.0f / 2, rotationAnimation, sharedMaterial); // SCNSphere var sphere = SCNSphere.Create(5.0f * 0.5f); sphere.SegmentCount = 20; AddPrimitive(sphere, 5.0f / 2, rotationAnimation, sharedMaterial); // SCNTorus var torus = SCNTorus.Create(5.0f * 0.5f, 5.0f * 0.25f); torus.RingSegmentCount = 40; torus.PipeSegmentCount = 20; AddPrimitive(torus, 5.0f / 4, rotationAnimation, sharedMaterial); // SCNPlane var plane = SCNPlane.Create(5.0f, 5.0f); plane.WidthSegmentCount = 5; plane.HeightSegmentCount = 5; plane.CornerRadius = 5.0f * 0.1f; AddPrimitive(plane, 5.0f / 2, rotationAnimation, sharedMaterial); }
public override void PresentStep(int index, PresentationViewController presentationViewController) { SCNTransaction.Begin(); switch (index) { case 1: TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.SetSubtitle("API"); TextManager.AddEmptyLine(); TextManager.AddCode("#aMaterial.#ShaderModifiers# = new SCNShaderModifiers {\n" + " <Entry Point> = <GLSL Code>\n" + "};#"); TextManager.FlipInText(SlideTextManager.TextType.Code); TextManager.FlipInText(SlideTextManager.TextType.Subtitle); break; case 2: TextManager.FlipOutText(SlideTextManager.TextType.Code); TextManager.AddEmptyLine(); TextManager.AddCode("#aMaterial.#ShaderModifiers# = new SCNShaderModifiers { \n" + " EntryCGPointragment = \n" + " new Vector3 (1.0f) - #output#.Color.GetRgb () \n" + "};#"); TextManager.FlipInText(SlideTextManager.TextType.Code); break; case 3: TextManager.FlipOutText(SlideTextManager.TextType.Code); TextManager.FlipOutText(SlideTextManager.TextType.Subtitle); TextManager.SetSubtitle("Entry points"); TextManager.AddBulletAtLevel("Geometry", 0); TextManager.AddBulletAtLevel("Surface", 0); TextManager.AddBulletAtLevel("Lighting", 0); TextManager.AddBulletAtLevel("Fragment", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); TextManager.FlipInText(SlideTextManager.TextType.Subtitle); break; case 4: SCNTransaction.AnimationDuration = 1; TextManager.HighlightBullet(0); // Create a (very) tesselated plane var plane = SCNPlane.Create(10, 10); plane.WidthSegmentCount = 200; plane.HeightSegmentCount = 200; // Setup the material (same as the floor) plane.FirstMaterial.Diffuse.WrapS = SCNWrapMode.Mirror; plane.FirstMaterial.Diffuse.WrapT = SCNWrapMode.Mirror; plane.FirstMaterial.Diffuse.Contents = new NSImage("/Library/Desktop Pictures/Circles.jpg"); plane.FirstMaterial.Diffuse.ContentsTransform = SCNMatrix4.CreateFromAxisAngle(new SCNVector3(0, 0, 1), NMath.PI / 4); plane.FirstMaterial.Specular.Contents = NSColor.White; plane.FirstMaterial.Reflective.Contents = new NSImage(NSBundle.MainBundle.PathForResource("SharedTextures/envmap", "jpg")); plane.FirstMaterial.Reflective.Intensity = 0.0f; // Create a node to hold that plane PlaneNode = SCNNode.Create(); PlaneNode.Position = new SCNVector3(0, 0.1f, 0); PlaneNode.Rotation = new SCNVector4(1, 0, 0, -(float)(Math.PI / 2)); PlaneNode.Scale = new SCNVector3(5, 5, 1); PlaneNode.Geometry = plane; ContentNode.AddChildNode(PlaneNode); // Attach the "wave" shader modifier, and set an initial intensity value of 0 var shaderFile = NSBundle.MainBundle.PathForResource("Shaders/wave", "shader"); var geometryModifier = File.ReadAllText(shaderFile); PlaneNode.Geometry.ShaderModifiers = new SCNShaderModifiers { EntryPointGeometry = geometryModifier }; PlaneNode.Geometry.SetValueForKey(new NSNumber(0.0f), new NSString("intensity")); SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 0; // Show the pseudo code for the deformation var textNode = TextManager.AddCode("#float len = #geometry#.Position.Xy.Length;\n" + "aMaterial.ShaderModifiers = new SCNShaderModifiers { \n" + " #EntryPointGeometry# = geometry.Position.Y \n" + "};#"); textNode.Position = new SCNVector3(8.5f, 7, 0); SCNTransaction.Commit(); break; case 5: // Progressively increase the intensity SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 2; PlaneNode.Geometry.SetValueForKey(new NSNumber(1.0f), new NSString("intensity")); PlaneNode.Geometry.FirstMaterial.Reflective.Intensity = 0.3f; SCNTransaction.Commit(); // Redraw forever ((SCNView)presentationViewController.View).Playing = true; ((SCNView)presentationViewController.View).Loops = true; break; case 6: SCNTransaction.AnimationDuration = 1; TextManager.FadeOutText(SlideTextManager.TextType.Code); // Hide the plane used for the previous modifier PlaneNode.Geometry.SetValueForKey(new NSNumber(0.0f), new NSString("intensity")); PlaneNode.Geometry.FirstMaterial.Reflective.Intensity = 0.0f; PlaneNode.Opacity = 0.0f; // Create a sphere to illustrate the "car paint" modifier var sphere = SCNSphere.Create(6); sphere.SegmentCount = 100; sphere.FirstMaterial.Diffuse.Contents = new NSImage(NSBundle.MainBundle.PathForResource("SharedTextures/noise", "png")); sphere.FirstMaterial.Diffuse.WrapS = SCNWrapMode.Repeat; sphere.FirstMaterial.Diffuse.WrapT = SCNWrapMode.Repeat; sphere.FirstMaterial.Reflective.Contents = new NSImage(NSBundle.MainBundle.PathForResource("SharedTextures/envmap3", "jpg")); sphere.FirstMaterial.FresnelExponent = 1.3f; SphereNode = SCNNode.FromGeometry(sphere); SphereNode.Position = new SCNVector3(5, 6, 0); GroundNode.AddChildNode(SphereNode); // Attach the "car paint" shader modifier shaderFile = NSBundle.MainBundle.PathForResource("Shaders/carPaint", "shader"); var surfaceModifier = File.ReadAllText(shaderFile); sphere.FirstMaterial.ShaderModifiers = new SCNShaderModifiers { EntryPointSurface = surfaceModifier }; var rotationAnimation = CABasicAnimation.FromKeyPath("rotation"); rotationAnimation.Duration = 15.0f; rotationAnimation.RepeatCount = float.MaxValue; rotationAnimation.By = NSValue.FromVector(new SCNVector4(0, 1, 0, -(float)(Math.PI * 2))); SphereNode.AddAnimation(rotationAnimation, new NSString("sphereNodeAnimation")); TextManager.HighlightBullet(1); break; case 7: SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 1.5f; SCNTransaction.AnimationTimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut); // Move the camera closer presentationViewController.CameraNode.Position = new SCNVector3(5, -0.5f, -17); SCNTransaction.Commit(); break; case 8: SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 1.0f; SCNTransaction.AnimationTimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut); // Move back presentationViewController.CameraNode.Position = new SCNVector3(0, 0, 0); SCNTransaction.Commit(); break; case 9: SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 1.0f; // Hide the sphere used for the previous modifier SphereNode.Opacity = 0.0f; SphereNode.Position = new SCNVector3(6, 4, -8); SCNTransaction.Commit(); SCNTransaction.AnimationDuration = 0; TextManager.HighlightBullet(2); // Load the model, animate var intermediateNode = SCNNode.Create(); intermediateNode.Position = new SCNVector3(4, 0.1f, 10); TorusNode = Utils.SCAddChildNode(intermediateNode, "torus", "Scenes/torus/torus", 11); rotationAnimation = CABasicAnimation.FromKeyPath("rotation"); rotationAnimation.Duration = 10.0f; rotationAnimation.RepeatCount = float.MaxValue; rotationAnimation.To = NSValue.FromVector(new SCNVector4(0, 1, 0, (float)(Math.PI * 2))); TorusNode.AddAnimation(rotationAnimation, new NSString("torusNodeAnimation")); GroundNode.AddChildNode(intermediateNode); SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 1.0f; intermediateNode.Position = new SCNVector3(4, 0.1f, 0); SCNTransaction.Commit(); break; case 10: // Attach the shader modifier shaderFile = NSBundle.MainBundle.PathForResource("Shaders/toon", "shader"); var lightingModifier = File.ReadAllText(shaderFile); TorusNode.Geometry.ShaderModifiers = new SCNShaderModifiers { EntryPointLightingModel = lightingModifier }; break; case 11: SCNTransaction.AnimationDuration = 1.0f; // Hide the torus used for the previous modifier TorusNode.Position = new SCNVector3(TorusNode.Position.X, TorusNode.Position.Y, TorusNode.Position.Z - 10); TorusNode.Opacity = 0.0f; // Load the model, animate intermediateNode = SCNNode.Create(); intermediateNode.Position = new SCNVector3(4, -2.6f, 14); intermediateNode.Scale = new SCNVector3(70, 70, 70); XRayNode = Utils.SCAddChildNode(intermediateNode, "node", "Scenes/bunny", 12); XRayNode.Position = new SCNVector3(0, 0, 0); XRayNode.Opacity = 0.0f; GroundNode.AddChildNode(intermediateNode); rotationAnimation = CABasicAnimation.FromKeyPath("rotation"); rotationAnimation.Duration = 10.0f; rotationAnimation.RepeatCount = float.MaxValue; rotationAnimation.From = NSValue.FromVector(new SCNVector4(0, 1, 0, 0)); rotationAnimation.To = NSValue.FromVector(new SCNVector4(0, 1, 0, (float)(Math.PI * 2))); intermediateNode.AddAnimation(rotationAnimation, new NSString("bunnyNodeAnimation")); TextManager.HighlightBullet(3); SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 1.0f; XRayNode.Opacity = 1.0f; intermediateNode.Position = new SCNVector3(4, -2.6f, -2); SCNTransaction.Commit(); break; case 12: // Attach the "x ray" modifier shaderFile = NSBundle.MainBundle.PathForResource("Shaders/xRay", "shader"); var fragmentModifier = File.ReadAllText(shaderFile); XRayNode.Geometry.ShaderModifiers = new SCNShaderModifiers { EntryPointFragment = fragmentModifier }; XRayNode.Geometry.FirstMaterial.ReadsFromDepthBuffer = false; break; case 13: // Highlight everything TextManager.HighlightBullet(-1); // Hide the node used for the previous modifier XRayNode.Opacity = 0.0f; XRayNode.ParentNode.Position = new SCNVector3(4, -2.6f, -5); // Create the model sphere = SCNSphere.Create(5); sphere.SegmentCount = 150; // tesselate a lot VirusNode = SCNNode.FromGeometry(sphere); VirusNode.Position = new SCNVector3(3, 6, 0); VirusNode.Rotation = new SCNVector4(1, 0, 0, Pitch * (float)(Math.PI / 180.0f)); GroundNode.AddChildNode(VirusNode); // Set the shader modifiers var geomFile = NSBundle.MainBundle.PathForResource("Shaders/sm_geom", "shader"); var surfFile = NSBundle.MainBundle.PathForResource("Shaders/sm_surf", "shader"); var lightFile = NSBundle.MainBundle.PathForResource("Shaders/sm_light", "shader"); var fragFile = NSBundle.MainBundle.PathForResource("Shaders/sm_frag", "shader"); geometryModifier = File.ReadAllText(geomFile); surfaceModifier = File.ReadAllText(surfFile); lightingModifier = File.ReadAllText(lightFile); fragmentModifier = File.ReadAllText(fragFile); VirusNode.Geometry.FirstMaterial.ShaderModifiers = new SCNShaderModifiers { EntryPointGeometry = geometryModifier, EntryPointSurface = surfaceModifier, EntryPointLightingModel = lightingModifier, EntryPointFragment = fragmentModifier }; break; case 14: SCNTransaction.AnimationDuration = 1.0f; // Hide the node used for the previous modifier VirusNode.Opacity = 0.0f; VirusNode.Position = new SCNVector3(3, 6, -10); // Change the text TextManager.FadeOutText(SlideTextManager.TextType.Code); TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.FlipOutText(SlideTextManager.TextType.Subtitle); TextManager.SetSubtitle("SCNShadable"); TextManager.AddBulletAtLevel("Protocol adopted by SCNMaterial and SCNGeometry", 0); TextManager.AddBulletAtLevel("Shaders parameters are animatable", 0); TextManager.AddBulletAtLevel("Texture samplers are bound to a SCNMaterialProperty", 0); TextManager.AddCode("#var aProperty = SCNMaterialProperty.#Create# (anImage);\n" + "aMaterial.#SetValueForKey# (aProperty, #new NSString# (\"aSampler\"));#"); TextManager.FlipInText(SlideTextManager.TextType.Subtitle); TextManager.FlipInText(SlideTextManager.TextType.Bullet); TextManager.FlipInText(SlideTextManager.TextType.Code); break; } SCNTransaction.Commit(); }
public override void PresentStep(int index, PresentationViewController presentationViewController) { switch (index) { case 0: // Set the slide's title and subtitle TextManager.SetTitle("Scene Graph"); TextManager.SetSubtitle("Summary"); break; case 1: // A node that will help visualize the position of the stars WireframeBoxNode = SCNNode.Create(); WireframeBoxNode.Rotation = new SCNVector4(0, 1, 0, (float)(Math.PI / 4)); WireframeBoxNode.Geometry = SCNBox.Create(1, 1, 1, 0); WireframeBoxNode.Geometry.FirstMaterial.Diffuse.Contents = new NSImage(NSBundle.MainBundle.PathForResource("SharedTextures/box_wireframe", "png")); WireframeBoxNode.Geometry.FirstMaterial.LightingModelName = SCNLightingModel.Constant; // no lighting WireframeBoxNode.Geometry.FirstMaterial.DoubleSided = true; // double sided // Sun SunNode = SCNNode.Create(); SunNode.Position = new SCNVector3(0, 30, 0); ContentNode.AddChildNode(SunNode); SunNode.AddChildNode((SCNNode)WireframeBoxNode.Copy()); // Earth-rotation (center of rotation of the Earth around the Sun) var earthRotationNode = SCNNode.Create(); SunNode.AddChildNode(earthRotationNode); // Earth-group (will contain the Earth, and the Moon) EarthGroupNode = SCNNode.Create(); EarthGroupNode.Position = new SCNVector3(15, 0, 0); earthRotationNode.AddChildNode(EarthGroupNode); // Earth EarthNode = (SCNNode)WireframeBoxNode.Copy(); EarthNode.Position = new SCNVector3(0, 0, 0); EarthGroupNode.AddChildNode(EarthNode); // Rotate the Earth around the Sun var animation = CABasicAnimation.FromKeyPath("rotation"); animation.Duration = 10.0f; animation.To = NSValue.FromVector(new SCNVector4(0, 1, 0, (float)(Math.PI * 2))); animation.RepeatCount = float.MaxValue; earthRotationNode.AddAnimation(animation, new NSString("earth rotation around sun")); // Rotate the Earth animation = CABasicAnimation.FromKeyPath("rotation"); animation.Duration = 1.0f; animation.From = NSValue.FromVector(new SCNVector4(0, 1, 0, 0)); animation.To = NSValue.FromVector(new SCNVector4(0, 1, 0, (float)(Math.PI * 2))); animation.RepeatCount = float.MaxValue; EarthNode.AddAnimation(animation, new NSString("earth rotation")); break; case 2: // Moon-rotation (center of rotation of the Moon around the Earth) var moonRotationNode = SCNNode.Create(); EarthGroupNode.AddChildNode(moonRotationNode); // Moon MoonNode = (SCNNode)WireframeBoxNode.Copy(); MoonNode.Position = new SCNVector3(5, 0, 0); moonRotationNode.AddChildNode(MoonNode); // Rotate the moon around the Earth animation = CABasicAnimation.FromKeyPath("rotation"); animation.Duration = 1.5f; animation.To = NSValue.FromVector(new SCNVector4(0, 1, 0, (float)(Math.PI * 2))); animation.RepeatCount = float.MaxValue; moonRotationNode.AddAnimation(animation, new NSString("moon rotation around earth")); // Rotate the moon animation = CABasicAnimation.FromKeyPath("rotation"); animation.Duration = 1.5f; animation.To = NSValue.FromVector(new SCNVector4(0, 1, 0, (float)(Math.PI * 2))); animation.RepeatCount = float.MaxValue; MoonNode.AddAnimation(animation, new NSString("moon rotation")); break; case 3: // Add geometries (spheres) to represent the stars SunNode.Geometry = SCNSphere.Create(2.5f); EarthNode.Geometry = SCNSphere.Create(1.5f); MoonNode.Geometry = SCNSphere.Create(0.75f); // Add a textured plane to represent Earth's orbit var earthOrbit = SCNNode.Create(); earthOrbit.Opacity = 0.4f; earthOrbit.Geometry = SCNPlane.Create(31, 31); earthOrbit.Geometry.FirstMaterial.Diffuse.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes/earth/orbit", "png")); earthOrbit.Geometry.FirstMaterial.Diffuse.MipFilter = SCNFilterMode.Linear; earthOrbit.Rotation = new SCNVector4(1, 0, 0, -(float)(Math.PI / 2)); earthOrbit.Geometry.FirstMaterial.LightingModelName = SCNLightingModel.Constant; // no lighting SunNode.AddChildNode(earthOrbit); break; case 4: // Add a halo to the Sun (a simple textured plane that does not write to depth) SunHaloNode = SCNNode.Create(); SunHaloNode.Geometry = SCNPlane.Create(30, 30); SunHaloNode.Rotation = new SCNVector4(1, 0, 0, Pitch * (float)(Math.PI / 180.0f)); SunHaloNode.Geometry.FirstMaterial.Diffuse.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes/earth/sun-halo", "png")); SunHaloNode.Geometry.FirstMaterial.LightingModelName = SCNLightingModel.Constant; // no lighting SunHaloNode.Geometry.FirstMaterial.WritesToDepthBuffer = false; // do not write to depth SunHaloNode.Opacity = 0.2f; SunNode.AddChildNode(SunHaloNode); // Add materials to the stars EarthNode.Geometry.FirstMaterial.Diffuse.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes/earth/earth-diffuse-mini", "jpg")); EarthNode.Geometry.FirstMaterial.Emission.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes/earth/earth-emissive-mini", "jpg")); EarthNode.Geometry.FirstMaterial.Specular.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes/earth/earth-specular-mini", "jpg")); MoonNode.Geometry.FirstMaterial.Diffuse.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes/earth/moon", "jpg")); SunNode.Geometry.FirstMaterial.Multiply.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes/earth/sun", "jpg")); SunNode.Geometry.FirstMaterial.Diffuse.Contents = new NSImage(NSBundle.MainBundle.PathForResource("Scenes/earth/sun", "jpg")); SunNode.Geometry.FirstMaterial.Multiply.Intensity = 0.5f; SunNode.Geometry.FirstMaterial.LightingModelName = SCNLightingModel.Constant; SunNode.Geometry.FirstMaterial.Multiply.WrapS = SunNode.Geometry.FirstMaterial.Diffuse.WrapS = SunNode.Geometry.FirstMaterial.Multiply.WrapT = SunNode.Geometry.FirstMaterial.Diffuse.WrapT = SCNWrapMode.Repeat; EarthNode.Geometry.FirstMaterial.LocksAmbientWithDiffuse = MoonNode.Geometry.FirstMaterial.LocksAmbientWithDiffuse = SunNode.Geometry.FirstMaterial.LocksAmbientWithDiffuse = true; EarthNode.Geometry.FirstMaterial.Shininess = 0.1f; EarthNode.Geometry.FirstMaterial.Specular.Intensity = 0.5f; MoonNode.Geometry.FirstMaterial.Specular.Contents = NSColor.Gray; // Achieve a lava effect by animating textures animation = CABasicAnimation.FromKeyPath("contentsTransform"); animation.Duration = 10.0f; var animationTransform1 = CATransform3D.MakeTranslation(0, 0, 0); animationTransform1 = animationTransform1.Concat(CATransform3D.MakeScale(3, 3, 3)); var animationTransform2 = CATransform3D.MakeTranslation(1, 0, 0); animationTransform2 = animationTransform1.Concat(CATransform3D.MakeScale(3, 3, 3)); animation.From = NSValue.FromCATransform3D(animationTransform1); animation.To = NSValue.FromCATransform3D(animationTransform2); animation.RepeatCount = float.MaxValue; SunNode.Geometry.FirstMaterial.Diffuse.AddAnimation(animation, new NSString("sun-texture")); animation = CABasicAnimation.FromKeyPath("contentsTransform"); animation.Duration = 30.0f; animationTransform1 = CATransform3D.MakeTranslation(0, 0, 0); animationTransform1 = animationTransform1.Concat(CATransform3D.MakeScale(5, 5, 5)); animationTransform2 = CATransform3D.MakeTranslation(1, 0, 0); animationTransform2 = animationTransform1.Concat(CATransform3D.MakeScale(5, 5, 5)); animation.From = NSValue.FromCATransform3D(animationTransform1); animation.To = NSValue.FromCATransform3D(animationTransform2); animation.RepeatCount = float.MaxValue; SunNode.Geometry.FirstMaterial.Multiply.AddAnimation(animation, new NSString("sun-texture2")); break; case 5: // We will turn off all the lights in the scene and add a new light // to give the impression that the Sun lights the scene var lightNode = SCNNode.Create(); lightNode.Light = SCNLight.Create(); lightNode.Light.Color = NSColor.Black; // initially switched off lightNode.Light.LightType = SCNLightType.Omni; SunNode.AddChildNode(lightNode); // Configure attenuation distances because we don't want to light the floor lightNode.Light.SetAttribute(new NSNumber(20), SCNLightAttribute.AttenuationEndKey); lightNode.Light.SetAttribute(new NSNumber(19.5), SCNLightAttribute.AttenuationStartKey); // Animation SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 1; lightNode.Light.Color = NSColor.White; // switch on presentationViewController.UpdateLightingWithIntensities(new float[] { 0.0f }); //switch off all the other lights SunHaloNode.Opacity = 0.5f; // make the halo stronger SCNTransaction.Commit(); break; } }
private void BuildVisualizationsOfNode(SCNNode node, ref SCNNode verticesNode, ref SCNNode normalsNode) { // A material that will prevent the nodes from being lit var noLightingMaterial = SCNMaterial.Create(); noLightingMaterial.LightingModelName = SCNLightingModel.Constant; var normalMaterial = SCNMaterial.Create(); normalMaterial.LightingModelName = SCNLightingModel.Constant; normalMaterial.Diffuse.Contents = NSColor.Red; // Create nodes to represent the vertex and normals var positionVisualizationNode = SCNNode.Create(); var normalsVisualizationNode = SCNNode.Create(); // Retrieve the vertices and normals from the model var positionSource = node.Geometry.GetGeometrySourcesForSemantic(SCNGeometrySourceSemantic.Vertex) [0]; var normalSource = node.Geometry.GetGeometrySourcesForSemantic(SCNGeometrySourceSemantic.Normal) [0]; // Get vertex and normal bytes var vertexBufferByte = (byte[])positionSource.Data.ToArray(); var vertexBuffer = new float[vertexBufferByte.Length / 4]; Buffer.BlockCopy(vertexBufferByte, 0, vertexBuffer, 0, vertexBufferByte.Length); var normalBufferByte = (byte[])normalSource.Data.ToArray(); var normalBuffer = new float[normalBufferByte.Length / 4]; Buffer.BlockCopy(normalBufferByte, 0, normalBuffer, 0, normalBufferByte.Length); // Iterate and create geometries to represent the positions and normals for (var i = 0; i < positionSource.VectorCount; i++) { // One new node per normal/vertex var vertexNode = SCNNode.Create(); var normalNode = SCNNode.Create(); // Attach one sphere per vertex var sphere = SCNSphere.Create(0.5f); sphere.SegmentCount = 4; // use a small segment count for better performances sphere.FirstMaterial = noLightingMaterial; vertexNode.Geometry = sphere; // And one pyramid per normal var pyramid = SCNPyramid.Create(0.1f, 0.1f, 8); pyramid.FirstMaterial = normalMaterial; normalNode.Geometry = pyramid; // Place the position node var componentsPerVector = positionSource.ComponentsPerVector; vertexNode.Position = new SCNVector3(vertexBuffer [i * componentsPerVector], vertexBuffer [i * componentsPerVector + 1], vertexBuffer [i * componentsPerVector + 2]); // Place the normal node normalNode.Position = vertexNode.Position; // Orientate the normal var up = new Vector3(0, 0, 1); var normalVec = new Vector3(normalBuffer [i * 3], normalBuffer [i * 3 + 1], normalBuffer [i * 3 + 2]); var axis = Vector3.Normalize(Vector3.Cross(up, normalVec)); var dotProduct = Vector3.Dot(up, normalVec); normalNode.Rotation = new SCNVector4(axis.X, axis.Y, axis.Z, (float)Math.Acos(dotProduct)); // Add the nodes to their parent positionVisualizationNode.AddChildNode(vertexNode); normalsVisualizationNode.AddChildNode(normalNode); } // We must flush the transaction in order to make sure that the parametric geometries (sphere and pyramid) // are up-to-date before flattening the nodes SCNTransaction.Flush(); // Flatten the visualization nodes so that they can be rendered with 1 draw call verticesNode = positionVisualizationNode.FlattenedClone(); normalsNode = normalsVisualizationNode.FlattenedClone(); }
public override void PresentStep(int index, PresentationViewController presentationViewController) { switch (index) { case (int)ParticleSteps.Fire: TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddEmptyLine(); TextManager.AddBulletAtLevel("Particle Image", 0); TextManager.AddBulletAtLevel("Color over life duration", 0); TextManager.AddBulletAtLevel("Size over life duration", 0); TextManager.AddBulletAtLevel("Several blend modes", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); var hole = SCNNode.Create(); hole.Geometry = SCNTube.Create(1.7f, 1.9f, 1.5f); hole.Position = new SCNVector3(0, 0, HOLE_Z); hole.Scale = new SCNVector3(1, 0, 1); GroundNode.AddChildNode(hole); SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 0.5f; hole.Scale = new SCNVector3(1, 1, 1); SCNTransaction.Commit(); var ps = SCNParticleSystem.Create("fire", "Particles"); hole.AddParticleSystem(ps); Hole = hole; break; case (int)ParticleSteps.FireScreen: ps = Hole.ParticleSystems [0]; ps.BlendMode = SCNParticleBlendMode.Screen; break; case (int)ParticleSteps.Local: TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Local vs Global", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); Hole.RemoveAllParticleSystems(); Hole2 = Hole.Clone(); Hole2.Geometry = (SCNGeometry)Hole.Geometry.Copy(); Hole2.Position = new SCNVector3(0, -2, HOLE_Z - 4); GroundNode.AddChildNode(Hole2); SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 0.5; Hole2.Position = new SCNVector3(0, 0, HOLE_Z - 4); SCNTransaction.Commit(); ps = SCNParticleSystem.Create("reactor", "Particles"); ps.ParticleColorVariation = new SCNVector4(0, 0, 0.5f, 0); Hole.AddParticleSystem(ps); var localPs = (SCNParticleSystem)ps.Copy(); localPs.ParticleImage = ps.ParticleImage; localPs.Local = true; Hole2.AddParticleSystem(localPs); var animation = CABasicAnimation.FromKeyPath("position"); animation.From = NSValue.FromVector(new SCNVector3(7, 0, HOLE_Z)); animation.To = NSValue.FromVector(new SCNVector3(-7, 0, HOLE_Z)); animation.BeginTime = CAAnimation.CurrentMediaTime() + 0.75; animation.Duration = 8; animation.AutoReverses = true; animation.RepeatCount = float.MaxValue; animation.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut); animation.TimeOffset = animation.Duration / 2; Hole.AddAnimation(animation, new NSString("animateHole")); animation = CABasicAnimation.FromKeyPath("position"); animation.From = NSValue.FromVector(new SCNVector3(-7, 0, HOLE_Z - 4)); animation.To = NSValue.FromVector(new SCNVector3(7, 0, HOLE_Z - 4)); animation.BeginTime = CAAnimation.CurrentMediaTime() + 0.75; animation.Duration = 8; animation.AutoReverses = true; animation.RepeatCount = float.MaxValue; animation.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut); animation.TimeOffset = animation.Duration / 2; Hole2.AddAnimation(animation, new NSString("animateHole")); break; case (int)ParticleSteps.Gravity: TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Affected by gravity", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); Hole2.RemoveAllParticleSystems(); Hole2.RunAction(SCNAction.Sequence(new SCNAction[] { SCNAction.ScaleTo(0, 0.5), SCNAction.RemoveFromParentNode() })); Hole.RemoveAllParticleSystems(); Hole.RemoveAnimation(new NSString("animateHole"), 0.5f); SCNTransaction.Begin(); SCNTransaction.AnimationDuration = 0.5; var tube = (SCNTube)Hole.Geometry; tube.InnerRadius = 0.3f; tube.OuterRadius = 0.4f; tube.Height = 1.0f; SCNTransaction.Commit(); ps = SCNParticleSystem.Create("sparks", "Particles"); Hole.RemoveAllParticleSystems(); Hole.AddParticleSystem(ps); foreach (var child in ((SCNView)presentationViewController.View).Scene.RootNode.ChildNodes) { if (child.Geometry != null) { if (child.Geometry.GetType() == typeof(SCNFloor)) { FloorNode = child; } } } /*FloorNode = ((SCNView)presentationViewController.View).Scene.RootNode.FindNodes ((SCNNode child, out bool stop) => { * stop = false; * if (child.Geometry != null) * stop = (child.Geometry.GetType () == typeof(SCNFloor)); * return stop; * });*/ /*FloorNode = [presentationViewController.view.scene.rootNode childNodesPassingTest:^BOOL(SCNNode *child, BOOL *stop) { * return [child.geometry isKindOfClass:[SCNFloor class]]; * }][0];*/ ps.ColliderNodes = new SCNNode[] { FloorNode }; break; case (int)ParticleSteps.Collider: TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Affected by colliders", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); var boxNode = SCNNode.Create(); boxNode.Geometry = SCNBox.Create(5, 0.2f, 5, 0); boxNode.Position = new SCNVector3(0, 7, HOLE_Z); boxNode.Geometry.FirstMaterial.Emission.Contents = NSColor.DarkGray; GroundNode.AddChildNode(boxNode); ps = Hole.ParticleSystems [0]; ps.ColliderNodes = new SCNNode[] { FloorNode, boxNode }; animation = CABasicAnimation.FromKeyPath("eulerAngles"); animation.From = NSValue.FromVector(new SCNVector3(0, 0, (nfloat)Math.PI / 4 * 1.7f)); animation.To = NSValue.FromVector(new SCNVector3(0, 0, -(nfloat)Math.PI / 4 * 1.7f)); animation.BeginTime = CAAnimation.CurrentMediaTime() + 0.5; animation.Duration = 2; animation.AutoReverses = true; animation.RepeatCount = float.MaxValue; animation.TimingFunction = CAMediaTimingFunction.FromName(CAMediaTimingFunction.EaseInEaseOut); animation.TimeOffset = animation.Duration / 2; boxNode.AddAnimation(animation, new NSString("animateHole")); BoxNode = boxNode; break; case (int)ParticleSteps.Fields: Hole.RemoveAllParticleSystems(); Hole.RunAction(SCNAction.Sequence(new SCNAction[] { SCNAction.ScaleTo(0, 0.75), SCNAction.RemoveFromParentNode() })); BoxNode.RunAction(SCNAction.Sequence(new SCNAction[] { SCNAction.MoveBy(0, 15, 0, 1.0), SCNAction.RemoveFromParentNode() })); var particleHolder = SCNNode.Create(); particleHolder.Position = new SCNVector3(0, 20, HOLE_Z); GroundNode.AddChildNode(particleHolder); ParticleHolder = particleHolder; TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Affected by physics fields", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); ps = SCNParticleSystem.Create("snow", "Particles"); ps.AffectedByPhysicsFields = true; ParticleHolder.AddParticleSystem(ps); Snow = ps; //physics field var field = SCNPhysicsField.CreateTurbulenceField(50, 1); field.HalfExtent = new SCNVector3(20, 20, 20); field.Strength = 4.0f; var fieldOwner = SCNNode.Create(); fieldOwner.Position = new SCNVector3(0, 5, HOLE_Z); GroundNode.AddChildNode(fieldOwner); fieldOwner.PhysicsField = field; FieldOwner = fieldOwner; ps.ColliderNodes = new SCNNode[] { FloorNode }; break; case (int)ParticleSteps.FieldsVortex: VortexFieldOwner = SCNNode.Create(); VortexFieldOwner.Position = new SCNVector3(0, 5, HOLE_Z); GroundNode.AddChildNode(VortexFieldOwner); //tornado var worldOrigin = new SCNVector3(FieldOwner.WorldTransform.M41, FieldOwner.WorldTransform.M42, FieldOwner.WorldTransform.M43); var worldAxis = new SCNVector3(0, 1, 0); var vortex = SCNPhysicsField.CustomField((SCNVector3 position, SCNVector3 velocity, float mass, float charge, double timeInSeconds) => { var l = new SCNVector3(); l.X = worldOrigin.X - position.X; l.Z = worldOrigin.Z - position.Z; SCNVector3 t = Cross(worldAxis, l); var d2 = (l.X * l.X + l.Z * l.Z); var vs = (nfloat)(VS / Math.Sqrt(d2)); var fy = (nfloat)(1.0 - (Math.Min(1.0, (position.Y / 15.0)))); return(new SCNVector3(t.X * vs + l.X * (nfloat)VW * fy, 0, t.Z * vs + l.Z * (nfloat)VW * fy)); }); vortex.HalfExtent = new SCNVector3(100, 100, 100); VortexFieldOwner.PhysicsField = vortex; break; case (int)ParticleSteps.SubSystems: FieldOwner.RemoveFromParentNode(); ParticleHolder.RemoveAllParticleSystems(); Snow.DampingFactor = -1; TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Sub-particle system on collision", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); ps = SCNParticleSystem.Create("rain", "Particles"); var pss = SCNParticleSystem.Create("plok", "Particles"); pss.IdleDuration = 0; pss.Loops = false; ps.SystemSpawnedOnCollision = pss; ParticleHolder.AddParticleSystem(ps); ps.ColliderNodes = new SCNNode[] { FloorNode }; break; case (int)ParticleSteps.Confetti: ParticleHolder.RemoveAllParticleSystems(); TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Custom blocks", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); ps = SCNParticleSystem.Create(); ps.EmitterShape = SCNBox.Create(20, 9, 5, 0); ps.BirthRate = 100; ps.ParticleLifeSpan = 10; ps.ParticleLifeSpanVariation = 0; ps.SpreadingAngle = 20; ps.ParticleSize = 0.25f; ps.ParticleVelocity = 10; ps.ParticleVelocityVariation = 19; ps.BirthDirection = SCNParticleBirthDirection.Constant; ps.EmittingDirection = new SCNVector3(0, -1, 0); ps.BirthLocation = SCNParticleBirthLocation.Volume; ps.ParticleImage = new NSImage(NSBundle.MainBundle.PathForResource("Particles/confetti", "png")); ps.LightingEnabled = true; ps.OrientationMode = SCNParticleOrientationMode.Free; ps.SortingMode = SCNParticleSortingMode.Distance; ps.ParticleAngleVariation = 180; ps.ParticleAngularVelocity = 200; ps.ParticleAngularVelocityVariation = 400; ps.ParticleColor = NSColor.Green; ps.ParticleColorVariation = new SCNVector4(0.2f, 0.1f, 0.1f, 0); ps.ParticleBounce = 0; ps.ParticleFriction = 0.6f; ps.ColliderNodes = new SCNNode[] { FloorNode }; ps.BlendMode = SCNParticleBlendMode.Alpha; var floatAnimation = CAKeyFrameAnimation.FromKeyPath(""); floatAnimation.Values = new NSNumber[] { 1, 1, 0 }; floatAnimation.KeyTimes = new NSNumber[] { 0, 0.9f, 1 }; floatAnimation.Duration = 1.0f; floatAnimation.Additive = false; //ps.PropertyControllers = @{ SCNParticlePropertyOpacity: [SCNParticlePropertyController controllerWithAnimation:floatAnimation] }; //ps.HandleEvent (SCNParticleEvent.Birth, /*[ps handleEvent:SCNParticleEventBirth forProperties:@[SCNParticlePropertyColor] withBlock:^(void **data, size_t *dataStride, uint32_t *indices , NSInteger count) { * * for (int i = 0; i < count; ++i) { * var col = (float *)((char *)data[0] + dataStride[0] * i); * if (rand() & 0x1) { // swith green for red * col[0] = col[1]; * col[1] = 0; * } * * } * }];*/ /*[ps handleEvent:SCNParticleEventCollision forProperties:@[SCNParticlePropertyAngle, SCNParticlePropertyRotationAxis, SCNParticlePropertyAngularVelocity, SCNParticlePropertyVelocity, SCNParticlePropertyContactNormal] withBlock:^(void **data, size_t *dataStride, uint32_t *indices , NSInteger count) { * * for (NSInteger i = 0; i < count; ++i) { * // fix orientation * float *angle = (float *)((char *)data[0] + dataStride[0] * indices[i]); * float *axis = (float *)((char *)data[1] + dataStride[1] * indices[i]); * * float *colNrm = (float *)((char *)data[4] + dataStride[4] * indices[i]); * SCNVector3 collisionNormal = {colNrm[0], colNrm[1], colNrm[2]}; * SCNVector3 cp = SCNVector3CrossProduct(collisionNormal, SCNVector3Make(0, 0, 1)); * CGFloat cpLen = SCNVector3Length(cp); * angle[0] = asin(cpLen); * * axis[0] = cp.x / cpLen; * axis[1] = cp.y / cpLen; * axis[2] = cp.z / cpLen; * * // kill angular rotation * float *angVel = (float *)((char *)data[2] + dataStride[2] * indices[i]); * angVel[0] = 0; * * if (colNrm[1] > 0.4) { * float *vel = (float *)((char *)data[3] + dataStride[3] * indices[i]); * vel[0] = 0; * vel[1] = 0; * vel[2] = 0; * } * } * }];*/ ParticleHolder.AddParticleSystem(ps); break; case (int)ParticleSteps.EmitterCube: ParticleHolder.RemoveAllParticleSystems(); TextManager.FlipOutText(SlideTextManager.TextType.Bullet); TextManager.AddBulletAtLevel("Emitter shape", 0); TextManager.FlipInText(SlideTextManager.TextType.Bullet); ParticleHolder.RemoveFromParentNode(); ps = SCNParticleSystem.Create("emitters", "Particles"); ps.Local = true; ParticleHolder.AddParticleSystem(ps); var node = SCNNode.Create(); node.Position = new SCNVector3(3, 6, HOLE_Z); node.RunAction(SCNAction.RepeatActionForever(SCNAction.RotateBy((float)Math.PI * 2, new SCNVector3(0.3f, 1, 0), 8))); GroundNode.AddChildNode(node); Bokeh = ps; node.AddParticleSystem(ps); break; case (int)ParticleSteps.EmitterSphere: Bokeh.EmitterShape = SCNSphere.Create(5); break; case (int)ParticleSteps.EmitterTorus: Bokeh.EmitterShape = SCNTorus.Create(5, 1); break; } }
public override void DidAddNode(ISCNSceneRenderer renderer, SCNNode node, ARAnchor anchor) { if (anchor != null && anchor is ARImageAnchor) { var imageAnchor = anchor as ARImageAnchor; var referenceImage = imageAnchor.ReferenceImage; var imageWidth = referenceImage.PhysicalSize.Width; var imageHeight = referenceImage.PhysicalSize.Height; var verticesArray = new List <SCNVector3>() { new SCNVector3((float)-imageWidth / 2, 0, (float)-imageHeight / 2), new SCNVector3((float)-imageWidth / 2, 0, (float)imageHeight / 2), new SCNVector3((float)imageWidth / 2, 0, (float)-imageHeight / 2), new SCNVector3((float)imageWidth / 2, 0, (float)imageHeight / 2), }; foreach (var v in verticesArray) { var sphere = new SCNNode(); sphere.Geometry = SCNSphere.Create(new nfloat(0.0025)); sphere.Geometry.FirstMaterial.Diffuse.Contents = UIColor.Red; sphere.Geometry.FirstMaterial.Emission.Contents = UIColor.Blue; sphere.Position = v; node.Add(sphere); // Create a plane to visualize the initial position of the detected image. var plane = SCNPlane.Create(imageWidth, imageHeight); var planeNode = SCNNode.Create(); planeNode.Name = "Unicorn"; planeNode.Geometry = plane; planeNode.Geometry.FirstMaterial.Diffuse.Contents = UIColor.Blue; planeNode.Opacity = new nfloat(0); /* * `SCNPlane` is vertically oriented in its local coordinate space, but * `ARImageAnchor` assumes the image is horizontal in its local space, so * rotate the plane to match. */ var EulerY = planeNode.EulerAngles.Y; var EulerZ = planeNode.EulerAngles.Z; planeNode.EulerAngles = new SCNVector3((float)-3.1416 / 2, EulerY, EulerZ); node.Add(planeNode); // Create a box to visualize the initial position of the detected image. var box = SCNBox.Create(imageWidth, 0.005f, imageHeight, 0); var opaqueMat = new SCNMaterial(); opaqueMat.Diffuse.ContentColor = UIColor.Red; opaqueMat.DoubleSided = true; var transMat = new SCNMaterial(); opaqueMat.Diffuse.ContentColor = UIColor.Purple; transMat.Transparency = 0; var boxNode = new SCNNode { Position = new SCNVector3(0, 0, 0), Geometry = box }; boxNode.Geometry.Materials = new SCNMaterial[] { opaqueMat, opaqueMat, opaqueMat, opaqueMat, transMat, transMat }; EulerY = boxNode.EulerAngles.Y; EulerZ = boxNode.EulerAngles.Z; //boxNode.EulerAngles = new SCNVector3(-3.1416f / 2, EulerY, EulerZ); node.Add(boxNode); } } }